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Daniel Thul

dblp:230/7938 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2020
0000-0002-3595-8134ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Geometric modeling and processing · 77% Computer animation and physical simulation · 23%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape decomposition
approximate convex decomposition
0.312018
Approximate convex decomposition and transfer for animated meshes · ACM Trans. Graph. 2018
Geometric modeling and processing
mesh segmentation
0.312018
Approximate convex decomposition and transfer for animated meshes · ACM Trans. Graph. 2018
Computer animation and physical simulation › real-time simulation
real-time physics simulation
0.112018
Approximate convex decomposition and transfer for animated meshes · ACM Trans. Graph. 2018

Methods — techniques the papers use, named apart from their topics

temporal coherence · 0.3convex hull approximation · 0.3
YearPublicationVenuePosition
2020 Precomputed Radiance Transfer for Reflectance and Lighting Estimation
abstract
Decomposing scenes into reflectance and lighting is an important task for applications such as relighting, image matching or content creation. Advanced light transport effects like occlusion and indirect lighting are often ignored, leading to subpar decompositions in which the albedo needs to compensate for insufficiencies in the estimated shading. We show how to account for these advanced lighting effects by utilizing precomputed radiance transfer to estimate reflectance and lighting. Given the geometry of an object and one or multiple images, our method reconstructs the object's surface reflectance properties-such as its albedo and glossiness-as well as a colored lighting environment map. Evaluation on synthetic and real data shows that incorporation of indirect light leads to qualitatively and quantitatively improved results.
Daniel Thul, Vagia Tsiminaki, Lubor Ladicky, Marc Pollefeys
3DV1
2018 Approximate convex decomposition and transfer for animated meshes
abstract
Many geometric quantities can be computed efficiently for convex meshes. For general meshes, methods for approximate convex decomposition have been developed that decompose a static, non-convex object into a small set of approximately convex parts. The convex hulls of those parts can then be used as a piecewise convex approximation to the original mesh. While previous work was only concerned with static meshes, we present a method for decomposing animated 3D meshes into temporally coherent approximately convex parts. Given a mesh and several training frames---that is, different spatial configurations of its vertices---we precompute an approximate convex decomposition that is independent of any specific frame. Such a decomposition can be transferred in real-time to novel, unseen frames. We apply our method to a variety of pre-animated meshes as well as a 3D character interactively controlled by a user's body pose. We further demonstrate that our method enables real-time physics simulations to interact with animated meshes.
Daniel Thul, Lubor Ladicky, Sohyeon Jeong, Marc Pollefeys
ACM Trans. Graph.1